In this chapter, we have deeply extended our knowledge regarding UI and how it can affect gameplay.
First of all, we went through the inner workings of the inventory system. We know that it needs two objects to work: Inventory Items and Inventory Controller, which trigger events whenever we get certain items.
In addition to this, we learned how to show icons of any items we pick up, alongside icons for player health. This is a great way to communicate with the player, because they have the chance to see how they are doing.
On the topic of communicating with the player, note that we cannot skip the dialog boxes, which will be the main source of interaction with our users. If we need to give them a direct instruction, we can do it mid-game through the InfoPost/InfoZone objects, together with the dialog canvas.
Lastly, we went through the transition screens, covering both...